minetest/src/client/inputhandler.cpp
Loïc Blot 9b8ca3a746 Move KeyList & InputHandler from game.h to client/inputhandler.h (#5752)
* Move KeyList & InputHandler from game.h to client/inputhandler.h

We have a header for inputs, move inputhandler class & related keylist object to it

Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined

* Pass clang-format on inputhandler.{cpp,h} (compatible)
2017-05-13 11:05:16 +02:00

120 lines
3.4 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2017 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "util/numeric.h"
#include "inputhandler.h"
#include "mainmenumanager.h"
bool MyEventReceiver::OnEvent(const SEvent &event)
{
/*
React to nothing here if a menu is active
*/
if (isMenuActive()) {
#ifdef HAVE_TOUCHSCREENGUI
if (m_touchscreengui) {
m_touchscreengui->Toggle(false);
}
#endif
return g_menumgr.preprocessEvent(event);
}
// Remember whether each key is down or up
if (event.EventType == irr::EET_KEY_INPUT_EVENT) {
const KeyPress &keyCode = event.KeyInput;
if (keysListenedFor[keyCode]) {
if (event.KeyInput.PressedDown) {
keyIsDown.set(keyCode);
keyWasDown.set(keyCode);
} else {
keyIsDown.unset(keyCode);
}
return true;
}
}
#ifdef HAVE_TOUCHSCREENGUI
// case of touchscreengui we have to handle different events
if (m_touchscreengui && event.EventType == irr::EET_TOUCH_INPUT_EVENT) {
m_touchscreengui->translateEvent(event);
return true;
}
#endif
if (event.EventType == irr::EET_JOYSTICK_INPUT_EVENT) {
/* TODO add a check like:
if (event.JoystickEvent != joystick_we_listen_for)
return false;
*/
return joystick->handleEvent(event.JoystickEvent);
}
// handle mouse events
if (event.EventType == irr::EET_MOUSE_INPUT_EVENT) {
if (isMenuActive()) {
left_active = false;
middle_active = false;
right_active = false;
} else {
left_active = event.MouseInput.isLeftPressed();
middle_active = event.MouseInput.isMiddlePressed();
right_active = event.MouseInput.isRightPressed();
if (event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN) {
leftclicked = true;
}
if (event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN) {
rightclicked = true;
}
if (event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP) {
leftreleased = true;
}
if (event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP) {
rightreleased = true;
}
if (event.MouseInput.Event == EMIE_MOUSE_WHEEL) {
mouse_wheel += event.MouseInput.Wheel;
}
}
} else if (event.EventType == irr::EET_LOG_TEXT_EVENT) {
static const LogLevel irr_loglev_conv[] = {
LL_VERBOSE, // ELL_DEBUG
LL_INFO, // ELL_INFORMATION
LL_WARNING, // ELL_WARNING
LL_ERROR, // ELL_ERROR
LL_NONE, // ELL_NONE
};
assert(event.LogEvent.Level < ARRLEN(irr_loglev_conv));
g_logger.log(irr_loglev_conv[event.LogEvent.Level],
std::string("Irrlicht: ") +
(const char *)event.LogEvent.Text);
return true;
}
/* always return false in order to continue processing events */
return false;
}
/*
* RandomInputHandler
*/
s32 RandomInputHandler::Rand(s32 min, s32 max)
{
return (myrand() % (max - min + 1)) + min;
}